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roadmap.md

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zoxel roadmap

the timeline of development consisting of milestones

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voxels core

  • octree subdivisions
  • free roam terrain without lag
  • LODs of chunks
  • camera frustrum culling rendering
  • multiple textures on chunks

blueprints

  • basic node ui
  • inputs and outputs
  • save/load a blueprint
  • texture output nodes
  • use texture blueprint for voxel textures

characters

  • spawn/destroy characters in chunks
  • sub division view distance for character mesh
  • physics collision with terrain
  • physics/lerp based on view distance
  • use blueprint for slime generation
  • emoticons above slime heads to express emotions <3 >,<

stats

  • UserStats connecting stats to a entity
  • stat types: stat, state, regen, attribute, debuff, buff, etc
  • statbars - uis above heads - use instancing for 10k character bars at once
  • stat ui - show characters stats in a list

skills

  • UserSkills a user can have skills, a way to interact with the world
  • Skill (meta data): a realm contains many skills
  • skill target type: target, aoe, channel, wave, summon (creation), movement (teleport)
  • resource costs: each skill will cost a state, mana, energy, health, etc
  • charge/cast time: a time to prepare the skill after you iniated it
  • cooldowns: a skill can have a cooldown, takes time before you can cast again
  • animation type: the animation played during the skill use

quests & dialogues

  • using blueprints to make quests
  • generate uniqueness based on seeds
  • dialogues to follow a pattern but speech can differ, based on seed, npc personality, etc

statistics & achievements

  • record all player actions (data)
  • create a set of total game achievements based around this
  • slayer achievement (bronze, silver, gold, diamond, dragon, etc) 10, 50, 100, 200, 500 kills